Additional denominations

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See also: Religion

Dharmic[edit | edit source]

Hindu [edit | edit source]

Hindu icon
Hinduism is the term for a wide range of polytheistic Indian traditions with a common pantheon.
One of the oldest religions in the game, Hinduism primarily exists in India and parts of South East Asia, where it has been losing ground to Buddhism and Islam.

All Hindu nations receive:

  • Tolerance of the true faith.png+1 Tolerance of the True Faith
  • Tolerance heathen.png+1 Tolerance of heathens
  • Brahmins influence.png +20% Brahmins influence with the Dharma.png Dharma DLC
  • Possible heresies: Bhaktis

With the Wealth of Nations.png Wealth of Nations DLC, Hindu rulers are allowed to pick their deity through the Religion screen. This choice lasts for the life of the ruler or until an event changes it. All Hindu rulers have unique special event paths that allow them to improve the ruler's base Monarch power generation as well as other positive effects.

Each deity also grants two bonuses to the nation:

Deity Effects Description
Ganesha.png Ganesha
  • Diplomatic reputation.png+1 Diplomatic reputation
  • Improve relations.png+20% Improve relations
Ganesha is the god of knowledge and beginnings, the Lord of Obstacles.
Ganga.png Ganga
  • Construction cost.png−10% Construction cost
  • Interest per annum.png−0.25 Interest per annum
Ganga is the goddess of the sacred river, Ganges, who purifies and redeems.
Hindu Deity Shakti Shakti
  • Discipline.png+5% Discipline
  • Siege ability.png+5% Siege ability
Shakti is the goddess of power and dynamic energy.
Hindu Deity Shiva Shiva
  • Core-creation cost.png−10% Core creation cost
  • Aggressive expansion impact.png−5% Aggressive expansion impact
Shiva is the god of transformation through destruction and the Lord of Dance.
Hindu Deity Surya Surya
  • National tax modifier.png+10% National tax modifier
  • Trade efficiency.png+10% Trade efficiency
Surya is the god of the sun, courage and will.
Vishnu.png Vishnu
  • Missionary strength.png+2% Missionary strength
  • Fort defense.png+20% Fort defense
Vishnu is the all-pervading god who sustains the world.
Vishnu.png Buddha
  • Tolerance heathen.png+2 Tolerance of heathens
  • Advisor cost.png−10% Advisor cost
The founder of the Buddhist faith. Buddhist ideas continue to have a significant place within our practice of Hinduism.

Has completed Mission.png mission "Candi Shrines", "Rebuild Candi Temples" or "Affairs of Faith"

A Hindu Republic chooses a new deity every time a new leader is elected (3–9 years depending on republic type and choice). Such countries can rapidly change their status to adjust to game circumstances.

Sikh [edit | edit source]

Sikh icon
Sikhism is the faith founded by Guru Nanak around the turn of the 16th century in the Punjab. A monotheistic religion, Sikhism was born in an area where Islam and Hinduism mixes but is in many ways unlike either.
No province or country starts with Sikh religion in the game but it will likely appear some decades from the start.

Sikhism can appear by event from 1480 in a cluster of up to three provinces each of which either is Hindu and borders a Muslim province, or vice versa. It is more likely to appear in Panjabi-culture provinces and Doaba in particular. After 1515, it can appear from time to time in individual provinces in northern Indian, Tibetan, Mashriq and Arabia regions at different times up to 1550. The event will convert up to 3 provinces and give religious zeal

All Sikh nations receive:

  • Morale of armies.png+10% Morale of armies
  • Military technology cost−10% Military technology cost
  • Possible heresies: Masandis

All Sikh provinces receive:

  • Local missionary strength.png−1% Local missionary strength[1]
Sikh gurus
Main article: Sikh events

Nations following the Sikh faith gain access to events related to the succession of Sikh Gurus. Each event for new gurus make accessible 3 predetermined teaching and you only can choose one the them and stack 6 in total. Keep in mind when you choose one of the three, you spend 50 monarch power in the category (50 admin for the first, 50 diplo for the second and 50 military for the third). You can choose to delete one "teaching" but it doesn't repay the invested monarch power. IMPORTANT : every teaching costs 1% missionary strength, taking all teachings costs 6% missionary strength.

Guru (Event) Year Effect
Guru Nanak (Monthly administrative power.png +1 Monthly administrative power) beginning to 1539
  • Share and Consume :National unrest.png -1 Unrest

Or

  • Work Honestly :Production.png +5% Production Efficiency

Or

  • Recite His NameRegiment cost.png -2.5% Regiment Cost
Guru Angad (Monthly military power.png +1 Monthly military power) 1539
  • Gurmukhi Script :Technology cost.png -2.5% Technology cost

Or

  • Temple Langar :Clergy.png +10% Church Loyalty

Or

  • Wrestling Akhara :Army professionalism.png +0.5 Yearly Army Professionalism
Guru Amar Das (Monthly diplomatic power.png +1 Monthly diplomatic power) 1552
  • Dasvnandh Collection :Yearly tax income.png +5% Tax Modifier

Or

  • Anand Karaj :Diplomatic reputation.png +1 Diplomatic Reputation

Or

  • Sanghat Equality :Nobility loyalty equilibrium.png +5% Nobles Loyalty
Rajputs loyalty equilibrium.png +5% Rajputs Loyalty
Marathas loyalty equilibrium.png +5% Marathas Loyalty
Guru Ram Das (Monthly administrative power.png +1 Monthly administrative power) 1574
  • Legitimize Inheritance :Legitimacy.png +0.25 Legitimacy

Republican tradition.png +0.1 Republican tradition Devotion.png +0.25 devotion Horde unity +0.25 horde unity Meritocracy.png +0.1 meritocracy

Or

  • Scripture Hymns :Yearly prestige.png +0.5 Prestige

Or

  • Masand System :National manpower modifier.png +10% Global manpower modifier
Guru Arjan (Monthly diplomatic power.png +1 Monthly diplomatic power) 1581
  • Adi Granth :Institution spread.png +10% Institution Spread

Or

  • The Abode of God :Religious unity.png +10% Religious Unity

Or

  • Martyrdom :Morale of armies.png +5% Morale of armies
Guru Hargobind (Monthly military power.png +1 Monthly military power) 1606
  • Throne of the Timeless OneLegitimacy.png +0.25 Legitimacy

Republican tradition.png +0.1 Republican tradition Devotion.png +0.25 devotion Horde unity +0.25 horde unity Meritocracy.png +0.1 meritocracy

Or

  • Protection of the Poor :War exhaustion.png -0.025 war exhaustion

Or

  • Miri and Piri:Discipline.png +2.5% Discipline
Guru Har Rai (Monthly diplomatic power.png +1 Monthly diplomatic power) 1644
  • Impartial Manjis :Corruption.png -0.05 corruption

Or

  • The Fragrance of a Flower :Improve relations.png +10% improve relations

Or

  • One Guru :Nobility loyalty equilibrium.png +5% Noble loyalty
Rajputs loyalty equilibrium.png +5% Rajputs Loyalty
Marathas loyalty equilibrium.png +5% Marathas Loyalty
Guru Har Krishan (Monthly diplomatic power.png +1 Monthly diplomatic power) 1661
  • Treat the Sick :Monarch administrative skill +1 monarch admin skill

Or

  • Illiterate Recites Saloks :Monarch diplomatic skill +1 monarch diplo skill

Or

  • Young Humility :Monarch military skill +1 monarch military skill
Guru Tegh Bahadur (Monthly administrative power.png +1 Monthly administrative power) 1665
  • The Word of Sikh :Missionaries.png +1 Missionary

Or

  • All Kings must Pass :Tolerance heretic.png +2 tolerance of heretics

Or

  • Resist Persecution :Attrition for enemies.png +1 hostile attrition
Guru Gobind Singh (Monthly administrative power.png +1 Monthly administrative power) 1675
  • Pluralism :Advisor cost.png -10% advisor cost

Or

  • Dharam Yudh :War taxes cost -50% war taxes cost

Or

  • The Khalsa Sikh :Army professionalism.png +0.5 Yearly army professionalism
Guru Granth Sahib (State maintenance.png−50% State maintenance; Army drill decay modifier.png −25% Regiment drill loss) 1708
  • Eternally Living Guru :Development cost.png -10% development cost

Or

  • Divine Justice :Trade efficiency.png +10% trade efficiency

Or

  • The Unchanging Writing :Army drill gain modifier.png +50% drill gain modifier

Other denominations[edit | edit source]

A few additional religions exist at the start date of 1444 that do not fit into any of the other main religious groups. These include Judaism and Zoroastrianism, both of which are confined to a small number of provinces at the start date with no nation having them as their state religion. They can, however, be played through releasing vasals, by going bankrupt while only owning provinces of that religion, or through the use of the custom nation designer. While a few unique decisions and events exist for nations of these religions, they are far less fleshed out than the more major religions in the game, such as the Catholic and Sunni faiths.

Jewish [edit | edit source]

Jewish icon
The oldest Abrahamic religion in the game, Judaism builds upon the Torah and the traditions and scriptures of the Jewish people going back over 3000 years.
By the start of the game the Jewish faith is a minority faith in most of the world and only exist in the small provinces of Semien and Dembiya in Ethiopia.

All Jewish countries receive:

  • Tolerance of the true faith.png+2 Tolerance of the true faith
  • Possible advisors.png+1 Possible advisors
  • Possible heresies: Samaritan, Karaite

All Jewish provinces receive:

  • Local missionary strength.png−2% Local missionary strength[1]

NB: Semien and Dembiya, owned by Ethiopia in 1444, are the only Jewish provinces at the start of the campaign. The event "Surge of Sephardic Migrants" can generate the religion in the Selanik province. The religion may also appear as a Jewish Tribal Kingdom as part of a scenario in the RNW.


With the Origins.png Origins expansion active, Judaism works similarly to Protestantism, but instead of Church power.png Church Power it uses "Faith Power". Faith Power accumulates over time and can be used to acquire up to three (3) Torah aspects, respectively Administrative, Diplomatic and Military Torah Aspects.

Each Torah aspect provides permanent modifiers added to that country's particular version of Judaism. A country can have 3 Torah aspects active at the same time. Faith Power can be used to trade in an existing aspect for a new one. Gaining an aspect or replacing one with another costs 100 Faith Power and up to a maximum of 200 Faith Power can be stored, allowing the player to swap two aspects in quick succession if needed.


Faith Power formula:

  • Base monarch power is the amount of monarch power the country gains every month including all bonuses (ruler skills, advisors, power projection bonus, base value).
  • Other modifiers is the sum of modifiers that also affect monthly Faith Power gain; for example, Rabbi estate bonus from high loyalty.


The Administrative Torah aspect allows one of the following three options:

Festival of Effects
Rosh haShanah
  • National unrest.png−2 National unrest
  • Celebrate festival gives Stability.png+1 Stability
Simchat Torah
  • Technology cost.png-5% Technology cost
  • Celebrate festival gives Reform progress growth.png+20 Reform progress growth, Legitimacy.png+5 Legitimacy (or equivalent), +5 Heir claim strength
Sukkot
  • Interest per annum.png-0.5% Interest per annum
  • Celebrate festival gives Income.png0.3 Years of income and Yearly inflation reduction.png-1 Inflation.
  • The Celebrate Festival button is found to the right of the three aspects on the religion tab. Depending on whichever Administrative aspect was chosen the related bonus can be earned at the cost of 200 Faith Power.


The Diplomatic Torah aspect allows one of the following three options:

Aspect Effects
Jewish Community
  • Tolerance of the true faith.png+1 Tolerance of the true faith
  • Bonus: No owned Jewish province will suffer the penalties of non-accepted culture and same culture group
Abrahamic Roots
  • Tolerance heathen.png+2 Tolerance of heathens
  • Bonus: Every owned Muslim or Christian province will not suffer wrong religion penalties (-100% local religious unity contributions but -100% local missionary strength), they also get a +20 % Local Goods Production and Local Tax Modifiers as long as the stay Muslim/Christian
Home of the Jews
  • Development cost.png-5% Development cost
  • Bonus: The country will gain a +35 opinion bonus with every non-Theocratic Muslim or Christian country


The Military Torah aspect allows one of the following three options:

Aspect Effects
Yom Kippur
  • Land attrition.png-15% Land attrition
  • Bonus: While at war receive +10% manpower recovery speed and +5% faith power. Double the effect if in a defensive war.
Remember Passover
  • Fort defense.png+25% Fort defense
  • Bonus: Sieges of one's own fallen fort starts with a +2 siege progress in one's favor, and winning a hostile siege provides +5 faith power.
Purim Teachings
  • Morale.png5% Moral for both armies and navies
  • Bonus: Every battle won reduces war exhaustion by -0.05 and every war won provides +10 faith power


Jewish Strategy notes: Like Zoroastrianism Judaism suffers from a lack of missionaries. However, as a Jewish nation (with Origins.png Origins expansion), selecting the diplomatic Torah Aspect named "Abrahamic Routes" removes all religious unit penalties from Christian and Muslim provinces, allowing this non-proselytising religion to not have to convert any such provinces. Moreover, Jewish "back to the Lord" events occur very frequently that convert random provinces, which collectively mitigate the need for many missionaries. Of course not converting provinces means no 'true faith' manpower or institution spread bonuses. Alternatively, completing the level 3 monument Holy City of Jerusalem and converting the province provides +1 missionary from being Christian, Muslim or Jewish while the "Jewish Community" aspect treats provinces like same/accepted culture ones.

Zoroastrian [edit | edit source]

Zoroastrian icon
Zoroastrian religion is the traditional faith of the Iranian peoples and the old Persian Empire. Zoroastrians are monotheists and follow the teachings of the prophet of Zoroaster.
By the start of the game Zoroastrianism has been in decline for centuries following the Islamic conquest of Iran and apart from a concentration around the province of Yazd and Daman they exist only as minorities in India and Persia not represented in the game.

All Zoroastrian countries receive:

  • Tolerance of the true faith.png+2 Tolerance of the True Faith
  • Trade efficiency.png+10% Trade efficiency
  • Possible heresies: Mazdaki, Manichean

All Zoroastrian provinces receive:

  • Local missionary strength.png−2% Local missionary strength[1]

NB: Yazd (owned by the Timurids) and Daman (owned by the Gujarat) are the only Zoroastrian provinces in 1444.

Holy sites[edit | edit source]

Zoroastrian countries have access to a holy sites system like that of the Coptic faith. There are 5 holy sites in total and each one has to be both owned by the player and be converted to Zoroastrian in order to select a permanent ritual. On conversion to Zoroastrian an icon - similar to the HRE or Empire of China buttons - will appear in the bottom right corner of the main game screen which will show who is currently controlling which site and the faith followed by that province as well as the number of rituals already selected and the ones still available.

The following provinces are Zoroastrian holy sites:

  • Shirvan (421) - controlled by Flag of Shirvan Shirvan
  • Daman (4430) - controlled by Flag of Gujarat Gujarat
  • Laristan (2223) - controlled by Flag of Fars Fars
  • Khiva (441) - controlled by Flag of Transoxiana Transoxiana
  • Sabzevar (2235) - controlled by Flag of Khorasan Khorasan
Zaroastrian Holy sites.png

When a province is both controlled by a Zoroastrian nation and follows the faith, Zoroastrian nations are able to pick from the 5 available rituals. Once a ritual is picked it cannot be exchanged for a different one.

Name Effect
Yasna Yearly corruption −0.05 Yearly corruption
Haoma Goods produced modifier.png +10% Goods produced modifier
Navjote Missionary strength.png +2% Missionary strength
Manthras Governing capacity modifier.png +10% Governing capacity modifier
Dakhma Construction cost.png −10% Construction cost

Owning all 5 holy sites as well as having monument Baku Ateshgah in Shirvan at level 3 will earn the achievement "Keep the Flame Burning".

References[edit | edit source]

  1. 1.0 1.1 1.2 This means that these provinces are harder to convert.
Mechanics

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology